How do I make this a 3d shape in blender?
Here's one approach:

I used your provided image to determine X-Z slices of 3-D space that should be transparent, and then spherically displaced a highly subdivided plane to get a 3-D shape that seemed reasonable given the image (although it is not rotationally symmetric about the Z axis, which you might be wanting).

I used two objects in my scene: a Plane at (0, -0.5, 0) and an Empty at (0,0,0) (the Empty was just used to make the Mirror modifier mirror in the intended manner without my having to reset the main object's Origin).

Here's the small modifier stack I used:



Where the displacement used this quadratic sphere texture, with Color Ramp enabled and tuned to taste (this controls how wide/tall the resulting object is):



I enforced the transparent stripes with this shader, where the input image is the jpeg you provided:



(not shown: my collapsed Principled BSDF node's Base Color was set to Black; this is why the non-transparent stripes in the image of the object are black)

I used Eevee as my Renderer, and had Blend Mode: Alpha Clip (in the Materials settings for this material) and Film: Transparent (in Render settings) enabled.

Note that this approach:


Doesn't convert the transparent strips to geometry (although you could do something similar to this with a Mask node to achieve a similar effect, and if you were to do so, that would make selecting and deleting those vertices straightforward, which would let you embed this information in the geometry)
Yields a very large number of extraneous vertices if you apply the modifier stack to convert it to raw geometry. Here is what the result looks like, after applying the modifier stack in order and viewing the object in Edit Mode, Rendered View:




You can easily select most of the undesirable vertices outside of the main, central area of the object (in case you'd like to delete them) by using Select Similar: Normal, although this isn't perfect and you'll still need to clean up some of them manually. Depending on your use case, you might also want to re-topologize the final object to simplify its geometry (it is nice in that it contains only/primarily quads, but it also has lots of vertices that occupy exactly or almost exactly the same point in space, and some of its internal vertices could be unnecessary as well, depending on your final use case).